Shader

class guerilla.Shader

Bases: guerilla.Node

A Shader is a Node that can evaluate itself to a program

A Shader is an composition of ShaderNodes, which can assembled

to generate a program or a subpart of a program, and be executed in various contexts. For instance, a Material implements 3 different Shaders, the surface shader, the displacement shader and the line shader. A Light also implements a light shader, which is composed with the material surface shader to generate final pixel shading of the rendered objects.

addnode(filename)

add a node into a shader by its filename

Parameters:filename (str) – The file name of the node to add
Returns:The created node or None if failed
Return type:ShaderNode
getinputs()

List the node’s inputs

Returns:The array of inputs in the node
Return type:{GraphInput}
getinputsdef()

Get the definition of the shader inputs

This method returns a table that associates the input name to a description of the input data as { Type=type, Value=value }

Returns:The inputs definition
Return type:table
getoutput(outputclass)

Get the first shader output node of the given type in the shader. If no outputclass is given, looks for “ShaderNodeOutputLight” in a light shader, “ShaderNodeOutputCompo” in a compositing, or “ShaderNodeSurface” otherwise.

Parameters:outputclass (str) – The class name of the output node to find
Returns:The shader output to find, or None if none can be found.
Return type:ShaderNode
getoutputs()

List the node’s outputs

Returns:The array of outputs in the node
Return type:{GraphOutput}
inputs(*args)

An iterator on node’s inputs

Available arguments:

Return type:it

or

Return type:it